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Old 01-28-2005, 02:40 PM
farshizzo farshizzo is offline
WorldViz Team Member
 
Join Date: Mar 2003
Posts: 2,849
Hi,

Here's some more info about each object.

collidemesh() - When checking collisions with the object, its underlying geometry will be used. Fore complex objects this is more accurate since the collisions are going to be performed per triangle, however it uses a lot more cpu.

collidesphere(radius) - When checking collisions with the object, a bounding sphere will be used with the given radius. This uses considerably less cpu power than checking collisions with a mesh. And if your object is already spherical, then this will be more accurate also.

collidebox(width,height,depth) - When checking collisions with the object, a bounding box will be used with the given dimensions. If you don't specify the dimensions, then Vizard will automatically calculate the objects bounding box. This also uses considerably less cpu than checking with the mesh.

collidingwith(object,mode) - This checks if the object is colliding with another object. If mode is 0 then this function will return 0 or 1 to signify that the objects are colliding. If mode is 1 then this function will return a VizIntersect object, which contains detailed information about the intersection.
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